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Full-Text Articles in Education

Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber Sep 2020

Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber

Articles

This chapter explores what the authors discovered about analog games and game design during the many iterative processes that have led to the Lost & Found series, and how they found certain constraints and affordances (that which an artifact assists, promotes or allows) provided by the boardgame genre. Some findings were counter-intuitive. What choices would allow for the modeling of complex systems, such as legal and economic systems? What choices would allow for gameplay within the time of a class-period? What mechanics could promote discussions of tradeoff decisions? If players are expending too much cognition on arithmetic strategizing, could that …


Asynchronous Assistance: A Social Network Analysis Of Influencing Peer Interactions In Peerwise, Tomas Shields, Geraldine Gray, Barry J. Ryan Jun 2020

Asynchronous Assistance: A Social Network Analysis Of Influencing Peer Interactions In Peerwise, Tomas Shields, Geraldine Gray, Barry J. Ryan

Articles

This mixed methods, investigative case study explored student patterns of use within the online PeerWise platform to identify the most influencing activities and to build a model capable of predicting performance based on these influencing activities. Peerwise is designed to facilitate student peer-to-peer engagement through creating, answering and ranking multiple choice questions; this study sought to understand the relationship between student engagement in Peerwise and learning performance. To address the research question, various usage metrics were explored, visualized and modelled, using social network analysis with Gephi, Tableau and Python. These findings were subsequently analyzed in light of the qualitative survey …


Measuring The Mathematical Problem Solving And Procedural Skills Of Students In An Irish Higher Education Institution – A Pilot Study, Fiona Faulkner, Mark Prendergast, Cormac Breen, Michael Carr Jan 2020

Measuring The Mathematical Problem Solving And Procedural Skills Of Students In An Irish Higher Education Institution – A Pilot Study, Fiona Faulkner, Mark Prendergast, Cormac Breen, Michael Carr

Articles

In 2010 the Irish second level mathematics curriculum underwent a period of significant change when a new mathematics curriculum was introduced. Some preliminary research has been carried out into the impact, if any, that this mathematics curriculum is having on students mathematics performance which have suggested that students’ procedural skills are declining year on year however their problem solving skills may have improved (Treacy and Faulkner 2015). Additional research in this area also highlighted that students willingness to engage in problem solving activities may have improved (Prendergast et al 2017). However preliminary analysis on the impact of the reformed mathematics …


The Student Experience Of Final Year In An Undergraduate Degree Programme In Education Studies., Roisin Donnelly, Julie Ui Choistealbha, Marian Fitzmaurice Jan 2020

The Student Experience Of Final Year In An Undergraduate Degree Programme In Education Studies., Roisin Donnelly, Julie Ui Choistealbha, Marian Fitzmaurice

Articles

This case study explores the student experience of the final year of a four-year undergraduate degree in ‘Education Studies’, with a focus on the perceived impact of curriculum design of the programme. The context is an Irish college of education, and the programme structure has been designed to allow for flexibility to accommodate varying student interests and professional pathways. As the first full iteration of the programme came to a close, it was considered an opportune time to ascertain if the programme was meeting its curriculum design objectives in terms of preparation for the chosen professional pathway post-graduation from both …


Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber Jan 2020

Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber

Articles

Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.